Looks like the GL2D library has changed a bit to do with pallettes so I need to modify my source code.

By the way Relminator I've also just reminded myself of something, in the features list you mention that this library supports 'alpha' but yet there are no parameters (as it seems) in your functions to enable to do so.

Looks like the GL2D library has changed a bit to do with pallettes so I need to modify my source code.

By the way Relminator I've also just reminded myself of something, in the features list you mention that this library supports 'alpha' but yet there are no parameters (as it seems) in your functions to enable to do so.

Keep up the good work

Yeah, palettes are now bounded to the textures. Easier to use BTW.

Alpha support is via the textures you upload yourself. GL2D has nothing to do with it.

Not sure where the problem lies, I noticed the source code in all of the examples has changed too so I have gone through every line of the source code and also compared the make files to see if anything else was changed. Perhaps I need to start a new project in devkitpro?

Ah yes, the Alpha support thing, I was getting confused between Alpha and Transparency. Indeed the command I was looking for was, for example:-

This brings up an interesting point though. As it stands now this library would probably serve users better if it was integrated into libnds rather than maintained separately. On the other hand I've already seen this working as a cross platform library on OSX, Windows and linux so it could potentially make for a nice piece of middleware if it were abstracted a bit more and included features for user input and audio output. The other way to go is to integrate this into libnds as it is now and build an abstraction layer on top of it later.

Anyone have any thoughts? I'll add a poll and a link to this post in the thread in a bit. I may go with the result of the vote or make an executive decision based on the general discussion.

That indeed worked, odd how before it worked with the parameters in reverse, I am using max mod library but that was always last. Anyway, thanks for that, it compiles ok now. It seems I always get beaten by the simplest of things.

Well, I think this library is really good. Although I've only been tinkering with the DS for a few weeks this library has really taken out a lot of low level programming and made things really easy to understand. I have had about 50 or so sprites rendering on both screens with backgrounds simultaneously without slowdown (slow in emulators though)
For 2D games I think this is ideal, you could easily make any kind of 2D game using this library on the DS.

If I had a suggestion, it would be that the library needs some sort of unload function, as currently there isn't really any way to know where your pointer is in memory. At some point I am probably going to want to swap around images in memory to transition to other graphics. Get rid of one image and replace it with another. Still not sure how I am going to do this but if there is a bit more automatic memory management (of course very difficult if you are using lots of different types of images) that would be great. To be safe I have simply made a 256x1024 image all tiled with everything I could possibly need. I have also opened up all the banks for memory.

For now 512kb is more than enough for me. But yes, if there is a way to easily load images in and out of memory I would love to see that, even if it's just a limitation that you can only load in another image of the same type and colour depth that you first created, then I would be more than happy.

Not sure if this library needs more features for input or output. Better to leave it as a dedicated gfx library since loading sounds and detecting input is a lot simpler than loading and displaying graphics. Well that's just me anyway. But right now (aside from learning how to save and load files on a cartridge) I have pretty much everything I could possibly need.